﻿Shader "Custom/TestShader7"
{
	Properties
	{
		_Color("Color", color) = (1,1,1,1)
		_MainTex ("Texture", 2D) = "white" {}
		_Cutoff("Cut Off", range(0,1)) = 0.5
	}
	SubShader
	{
		Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType"= "TransparentCutout"}
		Pass
		{
			Tags {"LightMode" = "ForwardBase"}
			Cull Off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "Lighting.cginc"
			
			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _Cutoff;

			struct a2v
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 pos : SV_POSITION;
				float3 worldNormal : TEXCOORD0;
				float3 worldPos : TEXCOORD1;
				float2 uv : TEXCOORD2;
			};

			v2f vert(a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				return o;                                      
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldPos = i.worldPos.xyz;
				fixed3 wolrdLight = normalize(UnityWorldSpaceLightDir(worldPos));
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

				fixed4 albedo = tex2D(_MainTex, i.uv);
				clip(albedo.a - _Cutoff);
				fixed3 ambient = albedo.rgb * UNITY_LIGHTMODEL_AMBIENT;
				fixed3 diffuse = albedo.rgb * _LightColor0.rgb * saturate(dot(wolrdLight, worldNormal));

				return fixed4(ambient + diffuse, 1);
			}

			ENDCG
		}
	}
	FallBack "Transparent/Cutout/VertexLit"
}
